Mario (SSB4)/Up special/Default: Difference between revisions
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Mario's up special move is a rising uppercut known as the [[Super Jump Punch]]. It deals 13% when fresh and if all hits connect. It is Mario's primary [[recovery]] move. Despite the short amount of distance it grants, it can be angled. | Mario's up special move is a rising uppercut known as the [[Super Jump Punch]]. It deals 13% when fresh and if all hits connect. It is Mario's primary [[recovery]] move. Despite the short amount of distance it grants, it can be angled. | ||
Due to its speed, this move is commonly used [[out of shield]], as a combo finisher or to net KOs off the upper [[blast line]]. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if the move | Due to its speed, this move is commonly used [[out of shield]], as a combo finisher or to net KOs off the upper [[blast line]]. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with [[rage]]). | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 15:15, November 6, 2021
Overview
Mario's up special move is a rising uppercut known as the Super Jump Punch. It deals 13% when fresh and if all hits connect. It is Mario's primary recovery move. Despite the short amount of distance it grants, it can be angled.
Due to its speed, this move is commonly used out of shield, as a combo finisher or to net KOs off the upper blast line. Although the final hit is not very powerful, the fixed knockback of the earlier hits can lead to very early KOs if only the first hit of the move connects near the upper blast zone (especially with rage).
Hitboxes
Timing
Hitboxes | 3-6, 7, 8, 9, 10-11, 12-13, 14-15 |
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Intangible | 3-6 |
Animation length | 37 |
Landing lag
Animation length | 30 |
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Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
|